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The Marshwiggles (PEACH)

Marshwiggle
Medium Humanoid (Amphibious)
Move 30, Swim 30. Although Marshwiggles, being amphibious, are slightly awkward on land, their exceptionally long limbs allow them to cover ground just as quickly as humans and so forth.
Dex +2, Wis +2, Cha -4. Marshwiggles are very nimble, and possess a good deal of wisdom, but their 'doom and gloom' mentality puts them strongly at odds with other creatures.
Low-Light Vision: Marshwiggles can see twice as far as normal humans in situations with a limited amount of light, such as a starry sky, or from a torch.
+1 Natural armor. Marshwiggles have tough, leathery skin that is slightly more difficult to overcome than human skin.
Marshwiggles are very difficult to affect mentally. All Marshwiggles receive a +4 racial bonus on saving throws against enchantments and mind affecting effects.
Due to the inhospitable marsh environment, strong swampy drinks and their unique tobacco mixed with mud, marshwiggles have developed a resistance to things which could prove deadly to other races. They receive a +2 racial bonus on saves versus poisons and diseases.
With their slippery skin and awkward anatomy, marshwiggles gain a +2 bonus on escape artist checks
The long froglike legs of the marshwiggle are deceptively strong, granting a +4 bonus on jump checks.
All Marshwiggles have slimy skin, and must keep themselves moist. Every day that a Marshwiggle does not emerse himself in water, or spread enough water to cover himself, he takes a -1 penalty to all attack rolls, and all saves.Proficiencies: All Marshwiggles are avid eelfishers and mudfishers. They are automatically proficient with Short Bows, and treat the Net as a simple weapon, rather than an exotic weapon.Water Breathing (Ex): All Marshwiggles can breath underwater indefinitely, and can also breathe air on land without penalty.Slogging (Ex): When traveling overland through marshes, marshwiggles can ignore certain types of difficult terrain. A marshwiggle can move at full speed in shallow bogs and marsh undergrowth.
Favored Class: Druid
Level Adjustment: +1

Marshwiggles are an odd looking race, they appear as tall humans at first glance, though a closer look reveals several differences. The webbing on their hands and feet is much more pronounced than with humans, to allow them easier swimming, and, while they are taller than most humans, the majority of that height is found in their legs. When sitting, or otherwise deprived of the length of their legs to their height, they are no taller than a Dwarf would be in the same situation. Their arms are also proportionately long.

However, Marshwiggles have one quality that makes them incredibly difficult to get along with. Every single one of them is pessimistic to the extreme, believing that nothing but the worst will come out of any situation. They will give their best, but they never expect anything good will come of whatever they try, nor do they expect any appreciation for what they do. If it is given, they shrug it off nonchalantly, without accepting that they accomplished something good.

I have to ask the why question. Why are these creatures existing? Where did they come from? Ecology? What nitch do they fit into? What will you not find in a swamp that has Marshwiggles in it?

I would add a disadvantage for being too dry. You have a good deal going on there for a mere 1 level adjustment. Say a -1 to all rolls if their skin is not kept moist. You do seem to have a frog thing going one here.

I disagree with the high wisdom statement if they are constantly bathing in doom and gloom. Someone that is wise will have perspective. The Marshwiggles seem to lack that. I would drop the wisdom adjustment. You might have to appear wise with the melancholy demeanor and slow steady speech habits.

Garry AKA --Phoenix-- Rising above the Flames. My favorite game console is a table and chairs. The Olde Phoenix Inn

Hmmm.
For where they came from, why they exist and all, they exist for the same reason humans do, they were just created in a more swampy environment, and as such were adapted to suit life in the swamp best.

As for their ability adjustments, have you not read The Silver Chair and seen Puddleglum? He was one of the wisest people ever seen, but pessimistic to the extreme! And he was bright and cheerful for a Marshwiggle, apparently!

I like the comment about them needing to keep moist, though. I'll add that in.

Hmmm.
For where they came from, why they exist and all, they exist for the same reason humans do, they were just created in a more swampy environment, and as such were adapted to suit life in the swamp best.

Humans exist because a bipedal ape went the smart route and generalist rather than specialized. You are putting a highly specialized creature out there. The whys and hows are important.

As for their ability adjustments, have you not read The Silver Chair and seen Puddleglum? He was one of the wisest people ever seen, but pessimistic to the extreme! And he was bright and cheerful for a Marshwiggle, apparently!

No I have not. Ergo more background. It is not apparent from the description. Why would I want these creature in my world? How would they get there? I even have an area they might thrive in, but it is already full of lizardmen and other monsters. Why would Marshwiggles displace them?

As to the wisdom question I'm going to stick with my statement. Individuals can be an exception to the rule. Might be why he was considered an optimist. Also, would a creature that negative have a future? If you're a race of doom and gloomists, why breed? The kids will just turn out bad.

Worldbuilding, it's what I do.

Garry AKA --Phoenix-- Rising above the Flames. My favorite game console is a table and chairs. The Olde Phoenix Inn

*places his fingers over the bridge of his nose* First of all, Rabkala, if your comment in the thread about my Dragon Knight is any indication, you need to go to bed. Secondly, go read through the Chronicles of Narnia. That will tell you all you need to know about the world these creatures come from, especially The Magician's Nephew. That is the one where the world is created, and while the Marshwiggles aren't specifically mentioned, it can be implied that they were created at the same time.

Ah that explains much. C.S. Lewis was a good story teller, but his world building lacked any long term viability. That is often the case with many authors. They don't delve into the long term effects of the circumstances or situations they set up. So Lewis never dealt with the question "What are the long terms effects of a gloom and doom attitude on a society at large?". I doubt he ever revisited it.

As written I don't see the Marshwiggles as a viable society. Their purported wisdom is at odds with their reported depressing attitudes. Such attitudes being unshakable even in the face of total success.

It makes for a okay children's book.

Garry AKA --Phoenix-- Rising above the Flames. My favorite game console is a table and chairs. The Olde Phoenix Inn

These critters are, as stated, a bit unballanced. Yes, the -4 cha is a bit hit on the scale, but not that big compaired to everything they get. And on the issue of being wise but pessimestic...yes, you can be, but the way you described them would be closer to intelligent and pessimestic, not wise. therein lies the problem for me.

Another penalty that might bring things a tad bit more into balance is a -2 to fear effects. Being so gloomy, I'd imagine they'd skiddaddle pretty quickly.

But regardless, a waterbreathing creature that can go on land is a huge bonus, so a +1 LA seems very light.

Per the Leval Adjustment guidelines in Savage Species:

Any Natural Armor is at +1 LA.
A swim speed is generally not, unless you are running an aquatic campaign. I would say that the same applies to water breathing.
Balanced stats have no level adjust.
The rest is flavor.

I'd say these guys warrant a +1 LA for sure. +2 only if its an aquatic campaign.

Yeah, moving it up to +2 LA could be a pretty steep restriction. I can agree with that... just seems like there should be some other serious drawback, as the combination of its abilities makes this race highly versatile. It takes a +4 enchantment save which is better than elves, a poison save similar to dwarves, low light vision, better escape artist and jump checks, an exotic weapon becoming a simple weapon, etc.

Of course this is a matter of taste... I like to run a tight ship when it comes to balance. I have an insatiable tendancy to nerf things outside the core.

Yeah, moving it up to +2 LA could be a pretty steep restriction. I can agree with that... just seems like there should be some other serious drawback, as the combination of its abilities makes this race highly versatile. It takes a +4 enchantment save which is better than elves, a poison save similar to dwarves, low light vision, better escape artist and jump checks, an exotic weapon becoming a simple weapon, etc.

Of course this is a matter of taste... I like to run a tight ship when it comes to balance. I have an insatiable tendancy to nerf things outside the core.

You might be on to something there; Savage Species does mention that if you get three or more bonuses to random stuff it might be worth a +1 LA. And it would be better if we stuck with the precedents and had Net be a Martial weapon for them. They are getting pretty close to a +2, if we consider these bonuses to be noteworthy (not just flavor).

How about an extra restriction to make the vulnerable to Color Spray? Shine a light in thier eyes, and they'll just sit there...

Yeah, moving it up to +2 LA could be a pretty steep restriction. I can agree with that... just seems like there should be some other serious drawback, as the combination of its abilities makes this race highly versatile. It takes a +4 enchantment save which is better than elves, a poison save similar to dwarves, low light vision, better escape artist and jump checks, an exotic weapon becoming a simple weapon, etc.

Of course this is a matter of taste... I like to run a tight ship when it comes to balance. I have an insatiable tendancy to nerf things outside the core.

Originally, they got a +2 against Enchantments, and an additional +2 against mind-affecting effects, like Charm or Dominate spells. It was suggested to me that I simplify it to just +4 overall.